'Project Overview Tutorial'

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"Making the scene - from modelling to the final rendering" by Adam Guzowski

Part 1 Modelling/Camera/Lighting
Part 2 Texturing/Rendering

This tutorial consists of two parts.
The first part includes modelling techniques, lighting and cameraplacement.
The second part presents information on texturing and rendering the scene.

I worked on 3DS MAX Release 4.2, for texturing I used Photoshop.


I started creating the scene by sketching down some ideas.
From all the drawings I picked the best one and went from there.
My next step was to collect all information about my object from the real world.

Initial Sketch

M O D E L L I N G

The first piece I modelled was the "window ledge":

From the 'Standard Primitives' I picked the box.
After creating it, I converted the box into an "Editable Poly". In the "Modification"-panel, under "Selection/Face", I select the frontside of my "parapet". Using "MeshSmooth" I subdivide it.

Afterwards I moved some points and edges. Now the box started to look more friendly...




S C R A T C H E S

In 'Front View', I selected polygons in the areas where I wanted scratched. I subdivided them once, using "Tessellate", not "MeshSmooth"!
Then I moved some points and edges, as shown on the picture on the left.


I selected all the edges I needed and chamfered them. Collapsing some points I got rid of those that were not essential for the scratches. After selecting the polygons inside my scratches, I extruded them to just a bit to the inside of the "parapet". - If your scratch doesn't look good, just tessellate the polygons around it.